D&D 5E What old books work best with 5e?

I'm going to reiterate any setting material or adventures. I run my current 5th edition in Golarion (the pathfinder world) and their regional sourcebooks are great for fleshing out areas. The 2nd edition green "historical" splats are also good sources of ideas - Vikings, Ancient Greece, etc.

The themed monster splats of 3rd edition have a lot of neat ideas. In particular, I liked Lords of Madness, which among other fun fluff, provided a neat breakdown of how much it would suck to handle the logistics of Mindflayer-ville in terms of growing your own "food".

I'll also second Paraxis' suggestion of Encyclopedia Magica. *Tons* of magic items can be used straight up with no conversion. I handed out a spade of colossal excavation in our last session without bothering to check if it was in the 5th edition DMG, so just pulled it from that book with next to no modification required.
 

log in or register to remove this ad

Well obviously, any book that is mostly independent from rules and stats is going to be much more usable outside the edition it belonged to!

I would totally focus on Campaign Settings and Adventures, since they have a lot of rules-free material. Adventures are the easiest to convert, because most of the time you just replace the monsters with their equivalent in your wanted edition, and adjusting traps and challenges to the new rules is often just a matter of changing a couple of numbers; NPCs and unique monsters require more work to be designed from the ground-up, but you get rules to do that at least in the most recent editions (tho not everyone agrees about the reliability of such rules). Campaign Settings for my tastes are more valuable than Adventures, but also have stuff (particularly unique classes) that will require a much harder job to convert.

There have been also other books that can be re-used, eventually skipping the rules-heavier parts:

- the "green books" series i.e. Historical Reference sourcebooks of AD&D 2e

http://www.dndclassics.com/browse.p...ference&x=29&y=26&author=&artist=&pfrom=&pto=

- the A Magical Medieval Society sourcebooks from Expeditious Retreat Press

http://www.rpgnow.com/browse.php?ke...ers_id=69&x=0&y=0&author=&artist=&pfrom=&pto=

- the old Grimtooth Traps series and the two Traps & Treachery from Fantasy Flight Games

- the Manual of the Planes and their spin-offs from many editions of D&D

- various Deities & Demigods, Book of the Righteous, Faiths & Pantheons and other books focused on religions
 

I'm often coming across lots of books from older editions at used bookstores. Just the other day I came across three full shelves of stuff from 1e to 4e. Some are crazy overpriced, but some are actually pretty good deals, if only I'd use them.

That said, as I've only played 3.5 as a player before 5e, I don't know what books are crap and what books keep on giving. I was interested to know what some folks here think which of the older edition books might work best with 5e. And by that I mean from inspiration to adaptation, etc. Essentially what could I use from book X in a 5e game.

Now I know 5e is flexible so modules are more or less a given. Unfortunately I don't run across many modules or adventure books. Most are source books, core books and a few setting books.

In your opinion what are some of the books I should keep an eye out for? What would be worth my while?
If you are sticking with 5e I would recommend any products *except* 4e.
 

Just a quick list, off the top of my head:

1. Any adventure that interests you, any edition (any rule set). Grab 'em. With a bit of creativity, they're all convertible. As I've said before, I've had some success lately with the DCC RPG adventures (highly recommend many of em).

2. World Builder's Guidebook (2e) plus the Dungeon Builder's Guidebook (2e) are staples for idea generation.

3. Campaign Setting Boxed Sets are always a great haul if you can find them. Lots of ideas, and rules usually have a conversion floating around the internet somewhere.

4. Any of the 2e "Green Books" (Historical Supplements) are good, EXCEPT "A mighty fortress", which reads like a first year history paper (I get that philosophy and politics are important for history. I have a degree in history. But I don't need a whole chapter on it for a swashbuckling setting!). The Rome one is my personal favourite, and is actually pretty good (though the city of Rome could use more detail)

5. The 4e setting books are great. The adventure locales, like Hammerfast and Vor Rukoth. Lots of ideas, maps, and a few good NPCs (with hooks in abundance!). I'm also a HUGE fan of the setting book (but not the adventure) for the Scepter Tower of Spelgard.

6. Avoid the brown "Complete" books for 2e. They're mostly bad, though I did like chunks of the wizard one and the druid one.

7. If you're GM'ing a lot, you can get success with monster books, but I find they're generally pretty blah in the TSR days (and that includes anything post MM1, for you all you grognards! For every abishai, there are three flail snails, or stats for giant fish that Gary caught over the weekend at Lake Geneva).

8. Unearthed Arcana for 3e is pretty much my gaming Bible.

9. Also, the BECMI rules Cyclopedia. Best gaming book ever. My girlfriend is on the lookout for a decent quality one on amazon that's less than a hundred bucks. I think it's my birfday present (fingers crossed)

10. Avoid Battlesystem, or anything that is just a "rules expansion", unless the topic is something you're willing to do rules work on anyways and just want ideas. So, no skills and powers, combat and tactics, spells and magic, or any of those later 2e releases. Or Miniatures Handbook, Book of Nine Swords, etc. Basically, it's buying homework.

11. Dungeon Magazine is the best bang for your buck. I find it telling that if you go on Amazon, issues of Dungeon often go for at least five or six bucks each, whereas the issues of Dragon are typically two bucks or so. The adventures in Dungeon are usually pretty good (though there are a lot of flail snails too, I'll admit). If you find them, grab them. They get top priority when I hit used book stores.

12. Generally, avoid BECMI rules books (except the Rules Cyclopedia, which is a lot more than Rules!). But the Gazeteer books are sometimes great. "The Northern Reaches" is a personal favourite. Basically, most are worth getting, EXCEPT for the Ierendi one (I think - I'm thinking of the one that's written like a tourism pamphlet). Also, I think "Orcs of Thar" was a dud, too.

13. The various "Book of Lairs" series in 1e and 2e are great finds. Lots of small adventures that will take an evening to run through. Great for a GM forced to "wing it" and needs some sort of framework to run from. The 4e "Dungeon Delve" is a more modern version of the idea, and while it gets some flak, I think does its job admirably and is one of my favourite (and most-used) 4e releases.

14. Speaking of 4e, the planes book and a few of the creatures books offer some great fluff. The Astral Sea book is a great read, and the rules material is fairly light. It has less of the gonzo-y 4e stuff than we usually see.... or rather, it's still there, but since it's set in the Astral Plane, it's easier to accept, as opposed to "Um, it's like Medieval England... but with LASER SWORDS AND ELF LORDS AND, AND... WEREWOLF KNIGHTS!"

(Actually, I'd totally play that. Shotgun on the Werebear Landsknecht).

15. Finally, keep an eye on non-D&D purchases when used book shopping. Earthdawn, Savage Worlds, Pathfinder (obviously), Rolemaster, Warhammer Fantasy RPG, DCC RPG... all can be used for idea mining with a bit of work.
 

...

12. Generally, avoid BECMI rules books (except the Rules Cyclopedia, which is a lot more than Rules!). But the Gazeteer books are sometimes great. "The Northern Reaches" is a personal favourite. Basically, most are worth getting, EXCEPT for the Ierendi one (I think - I'm thinking of the one that's written like a tourism pamphlet). Also, I think "Orcs of Thar" was a dud, too.

...

Yes, the Ierendi one is the tourist guide. I liked the area, but that presentation really turned me off also. I still use the schools of magic from Principalities of Glantri, with some 5e conversion forthcoming.
 


Yes, the Ierendi one is the tourist guide. I liked the area, but that presentation really turned me off also. I still use the schools of magic from Principalities of Glantri, with some 5e conversion forthcoming.

Yeah. I'm always a huge fan of island campaigns. I live on islands, I spend a good chunk of my time on the water, and anytime I see a boat, I have to go and check it out. So Ierendi should've been my favourite, but the jokey writing style just hugely put me off. Same with the Orcs of Thar, which had the same problem. Compare this to the Northern Reaches, probably the best Viking gaming book ever made (though the historical Vikings supplement was damned good). It had dungeons, politics, monsters, puzzles... just a wonderful product.
 


If you are sticking with 5e I would recommend any products *except* 4e.

I think 4E monster books are good pulls. Most 5E monsters are pretty much just boring blobs of HP, weak ass AC and mediocre attacks. Slapping some 4E monster powers on their 5E equivalents, giving out solo abilities, etc can spice things up, even if you don't use a combat grid/map. After the first Monster Manual, 4E's monster design was top notch and avoided the grind. 5E's monsters are a definite step backwards and my only real complaint.
 

I think 4E monster books are good pulls. Most 5E monsters are pretty much just boring blobs of HP, weak ass AC and mediocre attacks. Slapping some 4E monster powers on their 5E equivalents, giving out solo abilities, etc can spice things up, even if you don't use a combat grid/map. After the first Monster Manual, 4E's monster design was top notch and avoided the grind. 5E's monsters are a definite step backwards and my only real complaint.

coldn't disagree more. You do realize 4e is the reason we have a 5e, right?
5e has lair actions, and really simplifies stat blocks, just to name a couple.
 

Remove ads

Top